Game apparatus, game machine manipulation device, game system and interactive communication method for game apparatus

ABSTRACT

By transmitting function information indicative of functions of a game machine manipulation device CT 10 , previously stored therein, to a game machine main body  27  with a command from the game machine main body  27 , it is possible to retrieve functions of the game machine manipulation device CT 10  required for the game machine main body  27  and to set the retrieved functions of the game machine manipulation device CT 10  in the game machine manipulation device CT 10 . Further, by transmitting function information indicative of consumed power of respective response means  21, 51  of the game machine manipulation device CT 10 , which is previously stored in the game machine manipulation device CT 10 , to the game machine main body  27  with a command from the game machine main body  27 , it is possible to determine response means  21, 51  required for the game machine main body  27  and a power value to be applied to the response means, and to set the determined information to the response means  21, 51  of the game machine manipulation device CT 10.

TECHNICAL FIELD

The present invention relates to a game apparatus, a game machinemanipulation device, a game system, and an interactive communicationmethod for a game apparatus, for example, which are suitably applied forthe case in which any of various game machine manipulation devices areconnected to a game apparatus so as to produce an appropriate presencein response to a particular signal from a game machine main body forreproducing a video recording medium.

BACKGROUND ART

Conventionally, there has been a game system which reproducesinformation on a game from a video recording medium in response touser's manipulation on a controller to progress the game.

Specifically, as illustrated in FIG. 1, in this game system GS, a gamemachine main body 27 contains a CD-ROM driver having a function ofreproducing data recorded on a CD-ROM, which is a video recordingmedium. The game machine main body 27 has, on a top surface thereof, alid member 28 which is closed after a CD-ROM is accommodated; anopen/close switch 29 for opening and closing the lid member 28; a powersupply switch 30 for supplying electric power; a reset switch 31 forreturning the operation of the game machine main body 27 to an initialstate; and a connection port 32 capable of connecting two manipulationdevices.

Connecting a connector 20 of a game machine manipulation device CT1 tothis connection port 32 makes it possible to perform interactivecommunications between the manipulation device CT1 and the game machinemain body 27.

The game machine manipulation device CT1, as illustrated in FIG. 2, isformed in the shape of eyeglasses, and has a housing body composed of anupper case 2 and a lower case 3 which can be separated. This housingbody is formed at both longitudinal ends with first and secondmanipulation supports 4, 5 which outwardly protrude just like horns sothat a user can grip them with both hands for supporting. In a narrowermiddle portion of the housing body, a start select unit 6 includingswitches is provided for use in starting a game, selecting one fromgames, and so on. Also, first and second manipulation units 7, 8 areformed in a circular shape at horizontally symmetric positions on bothsides of the housing body and a plurality of switches are arranged insubstantially a central portion of each of the manipulation units 7, 8.Further, third and fourth manipulation units 9, 10 each comprising aplurality of switches, which allows the user to manipulate mainly withthe index finger and middle finger, are disposed at horizontallysymmetric positions on side wall surfaces in front portions of thehousing body.

The start select unit 6 is a group of switches which include a startswitch 11 and a select switch 12, both positioned between the firstmanipulation unit 7 and the second manipulation unit 8. The selectswitch 12 is provided for selecting the degree of difficulty or thelike, for example, when a game is started, while the start switch 11 isa switch for actually starting the game.

The first manipulation unit 7 is structured to have a concavity 13corresponding to a concave portion formed substantially in a cross shapein a central portion of the circular first manipulation unit 7, whichwas an end portion of the housing body, and windows 15 formed in theconcavity 13 to make four key tops 14 a, 14 b, 14 c, 14 d extendtherethrough from the inside to the outside. The windows 15 arepositioned in conformity with the concavity 13 substantially in a crossshape, such that the heads of the four key tops 14 a, 14 b, 14 c, 14 dface each other in four directions.

The second manipulation unit 8 is formed with a concavity 16corresponding to a concave portion formed substantially in a cross shapein a central portion of the circular second manipulation unit 8. Also,the second manipulation unit 8 has four cylinders 17 at upper, lower,left and right positions, respectively, of the cross-shaped concavity16, each having an opening of a size that allows each of cylindrical keytops 16 a, 16 b, 16 c, 16 d to extend therethrough from the inside tothe outside.

The four top keys 16 a, 16 b, 16 c, 16 d have readily viewablerecognition symbols on their top surfaces, for example, symbols (marks)representative of functions such as ◯, Δ, □, X or the like to allow theuser to readily identify the functions of the respective switches. Also,these key tops 16 a, 16 b, 16 c, 16 d and the cylinders 17 are formedwith unique protrusions or cut-outs at respective lower end portionsthereof such that the key tops cannot be inserted into differentcylinders 17 when assembly.

The third and fourth manipulation units 9, 10 are formed to protrudefrom the wall surfaces of front portions of the first and secondmanipulation units 7, 8. The third and fourth manipulation units 9, 10include openings 18 which are two lines of two slits formed through theprotruding wall surfaces in parallel, one above the other, and operationsupport manipulation switches formed by protruding elongated key tops 19a, 19 b, 19 c, 19 d, which substantially fit into the openings 18, fromthe inside to the outside.

The game machine manipulation device CT1 having the structure asmentioned above is connected to the game machine main body 27, describedabove with reference to FIG. 1, with a predetermined connector 20.Further, the game machine main body 27 is connected to a monitor such asa television receiver or the like. In general, the user holds themanipulation device with both hands, manipulates manipulation buttons inthe first to fourth manipulation units 7, 8, 9, 10 with fingers of bothhands to instruct movements of an operation target such as a characteror the like on the monitor screen for playing a game.

The game machine manipulation device CT1, having the structure asdescribed above, is adapted to allow the user to manipulate the groupsof buttons in the first to fourth manipulation units with fingers toinstruct an operation target of a game to move on the screen of amonitor, thus advancing the game. During the play, the user experiencesbodily sensation of how the game is advancing, only with visual senseobtained by viewing characters on the monitor screen and with acousticsense obtained by listening to sounds generated from a speaker of themonitor. However, it is not sufficient to fully satisfy the user withthe bodily sensation of the game.

In addition, in the conventional game machine manipulation device CT1,when any of the manipulation buttons in the first to fourth manipulationunits 7, 8, 9, 10 is depressed to operate the game machine, dataindicative of either ON or OFF is transmitted in accordance with thedepression of the button as manipulation data to the game machine mainbody. With such a game machine manipulation device like CT1 adapted fordigital control, it is difficult to provide a fine control such as ananalog control.

BRIEF SUMMARY OF THE INVENTION

The present invention has been made in view of the problems mentionedabove, and is intended to propose a game apparatus, a game machinemanipulation device, a game system, and an interactive communicationmethod for a game apparatus, which are capable of performing an optimalcontrol, when any of various game machine manipulation devices having avariety of functions is connected to the game machine main body, byrecognizing functions available from the connected game machinemanipulation device by the game machine main body.

To solve the problems mentioned above, in the present invention, a gamemachine manipulation device has storing means for storing predeterminedfunction information so as to transmit the function information to agame apparatus in response to an information request command from thegame apparatus, while a game apparatus retrieves the functioninformation possessed by the game machine manipulation device, selectspredetermined function information from the retrieved functioninformation to be set to the game machine manipulation device, therebymaking it possible to perform an optimal control for the game machinemanipulation device connected to the game apparatus.

Further, in the present invention, the game machine manipulation devicehas storing means for storing power consumption information of theresponse means so as to transmit the power consumption to the gameapparatus in response to a information request command from the gameapparatus, and moreover, the game apparatus transmits response meanscontrol data to the game machine manipulation device based on the powerconsumption information for the response means of the game machinemanipulation device, thereby making it possible to perform an optimalcontrol for the response means of the game machine manipulation deviceconnected to the game apparatus.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a plan view illustrating a general configuration of aconventional game system.

FIG. 2 is a perspective view illustrating the structure of aconventional game machine manipulation device.

FIG. 3 is a plan view illustrating a general configuration of a gamesystem according to the present invention.

FIG. 4 is a perspective view illustrating the structure of a gamemachine manipulation device.

FIG. 5 is a perspective view illustrating a motor of a response means.

FIG. 6 is a side view illustrating how a support is vibrated by a motor.

FIG. 7 is a perspective view illustrating the structure of a voice coiltype response means.

FIG. 8 is a cross-sectional view illustrating the structure of a voicecoil type response means.

FIGS. 9A and 9B are cross-sectional view illustrating how a vibratorvibrates.

FIGS. 10A and 10B are characteristic graphs each illustrating thewaveform of a current for driving a vibrator.

FIGS. 11A and 11B are characteristic graphs illustrating the waveform ofa current for driving a vibrator.

FIG. 12 is a side view illustrating how a manipulation device isvibrated by a vibrator.

FIG. 13 is a block diagram illustrating the configuration of a gamemachine main body and a game machine manipulation device.

FIG. 14 is a flow chart illustrating a communication processingprocedure of a controller.

FIG. 15 is a table showing a parameter setting mode ON/OFF command.

FIG. 16 is a table showing a controller information acquisition command.

FIG. 17 is a table showing a controller mode acquisition command.

FIG. 18 is a table showing a controller mode setting command.

FIG. 19 is a table showing an actuator information acquisition command.

FIG. 20 is a table showing an actuator status acquisition command.

FIG. 21 is a table showing a communication continuation command.

FIG. 22 is a table showing a command for acquiring a list ofsimultaneously operable actuators.

FIG. 23 is a table showing a command for setting details of a parameterfor an actuator.

FIG. 24 is a table showing a controller button information acquisitioncommand.

FIG. 25 is a table showing an actuator parameter setting command.

FIG. 26 is a table showing an actuator mode setting command.

FIG. 27 is a flow chart illustrating a controller mode settingprocessing procedure.

FIG. 28 is a flow chart illustrating an actuator information acquisitionprocessing procedure.

FIG. 29 is a flow chart illustrating a current control processingprocedure.

FIG. 30 is a flow chart illustrating an example of a communication inthe protocol 2.0 mode.

FIGS. 31A to 31F are state transition diagrams illustrating an exampleof a communication for acquiring controller information and so on.

FIGS. 32A to 32F are state transition diagrams illustrating a modeswitching procedure.

FIG. 33 is a flow chart illustrating a processing procedure executed bythe game machine main body.

FIG. 34 is a flow chart illustrating a processing procedure executed bythe game machine manipulation device.

BEST MODE FOR CARRYING OUT THE INVENTION

One embodiment of the present invention will hereinafter be described indetail with reference to the accompanying drawings.

In FIG. 3, a game system GS has a game machine main body 27; a gamemachine manipulation device (controller) CT10 for setting the contentsof a game and inputting instructions according to the progress of thegame to the game machine main body 27; and a monitor 33 for visuallydisplaying how the game goes on.

The game machine main body 27 contains a CD-ROM driver having a functionof reproducing data recorded on a CD-ROM, which is a video recordingmedium. The top surface of the game machine main body 27 is providedwith a lid member 28 for closing after a CD-ROM is accommodated; anopen/close switch 29 for opening and closing the lid member 28; a powersupply switch 30 for supplying electric power; a reset switch 31 forreturning the operation of the game machine main body 27 to an initialstate; and a connection port 32 capable of connecting two manipulationdevices.

Connecting a connector 20 of the game machine manipulation device CT10to this connection port 32 makes it possible to perform interactivecommunications between the manipulation device CT10 and the game machinemain body 27.

The game machine manipulation device CT10, as illustrated in FIG. 4, isformed in the shape of eyeglasses, and has a housing body composed of anupper case 2 and a lower case 3 which can be separated. Bothlongitudinal ends of this housing body is provided with first and secondmanipulation supports 4, 5 which outwardly protrude just like horns sothat the user can grip them with both hands for supporting. In anarrower middle portion of the housing body, a start select unit. 6including switches is provided for use in starting a game, selecting onefrom games, and so on. Also, first and second manipulation units 7, 8are formed in a circular shape at horizontally symmetric positions onboth sides of the housing body, and a plurality of switches are arrangedin substantially a central portion of each of the manipulation units 7,8. Further, third and fourth manipulation units 9, 10 each comprising aplurality of switches, which allows the user to manipulate mainly withthe index finger and middle finger, are disposed at horizontallysymmetric positions on side wall surfaces in the front of the housingbody.

The start select unit 6 is as a group of switches which include a startswitch 11 and a select switch 12, both positioned between the firstmanipulation unit 7 and the second manipulation unit 8. The selectswitch 12 is provided for selecting the degree of difficulty or thelike, for example, when starting a game, while the start switch 11 is aswitch for actually starting the game.

The first manipulation unit 7 is structured to have a concavity 13corresponding to a concave portion formed substantially in a cross shapein a central portion of the circular first manipulation unit 7, whichwas an end portion of the housing body, and windows 15 formed in theconcavity 13 for four key tops 14 a, 14 b, 14 c, 14 d to extendtherethrough from the inside to the outside. The windows 15 arepositioned in conformity with the concavity 13 substantially in a crossshape, such that the heads of the four key tops 14 a, 14 b, 14 c, 14 dface each other in four directions.

The second manipulation unit 8 is provided with a concavity 16corresponding to a concave portion substantially in a cross shape in acentral portion of the circular second manipulation unit 8. Also, thesecond manipulation unit 8 has four cylinders 17 at upper, lower, leftand right positions, respectively, of the cross-shaped concavity 16,each having an opening of a size that allows each of cylindrical keytops 16 a, 16 b, 16 c, 16 d to extend therethrough from the inside tothe outside.

The four top keys 16 a, 16 b, 16 c, 16 d have readily viewablerecognition symbols on their top surfaces, for example, symbols (marks)representative of functions such as ◯, Δ, □, X or the like so as toallow the user to readily identify the functions of the respectiveswitches. Also, these key tops 16 a, 16 b, 16 c, 16 d and the cylinders17 are formed with unique protrusions or cut-outs in lower end portionsthereof such that the key tops cannot be inserted into differentcylinders 17 when assembly.

The third and fourth manipulation units 9, 10 are formed to protrudefrom the wall surfaces of the front of the first and second manipulationunits 7, 8. The third and fourth manipulation units 9, 10 includeopenings 18 which are two lines of two slits formed through theprotruding wall surfaces in parallel, one above the other, and operationsupport manipulation switches formed by protruding therethroughelongated key tops 19 a, 19 b, 19 c, 19 d, which substantially fit intothe openings 18, from the inside to the outside.

The game machine manipulation device CT10 having the structure asmentioned above is connected to the game machine main body 27, describedabove in connection with FIG. 3, with a predetermined connector 20.Further, the game machine main body 27 is connected to a monitor 33 suchas a television receiver or the like. In general, the user holds themanipulation device with both hands, manipulates manipulation buttons ofthe first to fourth manipulation units 7, 8, 9, 10 with fingers of bothhands to instruct movements of an operation target such as a characteror the like on the monitor screen for playing a game.

Here, the game machine manipulation device CT10 illustrated in FIG. 4has response means 21 and 51 each in a predetermined space inside thehousing body. The response means 21 is disposed on a response meanspositioning place 22 into a first manipulation support 4 of the lowercase 3. As illustrated in FIG. 5, the response means 21 comprises amotor 24, and a cylindrical rotator 26 mounted to the rotating shaft 25of the motor 24 at a position deviated from the center thereof, i.e., atan eccentric position. With this manner of mounting, as the motor 24 isrotated, the rotator 26 eccentrically rotates to generate vibrations.

The vibrations vibrate not only the first manipulation support 4 butalso the housing comprising the lower case 3 and the upper case 2 tovibrate the entire manipulation device, as illustrated in FIG. 6. Inthis way, dynamic bodily sensation can be given to the user who ismanipulating the game machine manipulation device CT10. The vibrationsgenerated by the eccentric rotation of the rotator 26 can be arbitrarilyvaried by adjusting the rotating speed and torque of the motor 24,thereby changing the magnitude of the response means 21.

Also, in the game machine manipulation device CT10 illustrated in FIG.4, the response means 51 is disposed on a response means positioningplace 52 into the second manipulation support 5 of the lower case 3.This response means 51 has a vibrator 53 for linearly reciprocalmovements. More specifically, as illustrated in FIG. 7, the responsemeans 51 has a weight 63 fixed substantially at the center of ancylindrical coil bobbin 57 to form the vibrator 53, and also has astator 54 composed of two magnetic materials 55, 56 for reciprocallyvibrating the vibrator 53 in the axial direction of the coil bobbin 57.

Both ends of the coil bobbin are wound with conductive wires in oppositedirections to each other to form a first coil 58 and a second coil 59.The coil bobbin 57 thus provided with the coils 58 and 59 at the rightand left ends thereof has both ends loosely fitted in loose fit holes55E and 56E, respectively, which are formed in the magnetic materials 55and 56, respectively. The suspender 60 comprising the support member 61and a leaf spring 62 keeps a state capable of performing reciprocalmovements.

FIG. 8 illustrates a cross-section of the response means 51. The twomagnetic materials 55 and 56 forming the stator 54 each has the outerappearance substantially in a cylindrical shape. Cylindrical magneticpoles (S poles) 55A and 56A are protrusively formed along the centralaxial lines of the magnetic materials 55 and 56, respectively. Themagnetic materials 55 and 56 are connected by fixedly inserting a core64 between the magnetic poles 55A and 56A. In this connection, a memberfor connecting the magnetic materials 55 and 56 is not limited to thecore 64, but any non-magnetic resin member may be used instead.

Annularly protruding magnetic poles (N poles) 55B and 56B are formedopposite to the peripheral surface of the respective magnetic poles 55Aand 55B with a predetermined spacing therebetween. Therefore, in themagnetic material 55, a magnetic flux density B exists in a gap (theloose fit hole 55E) between the magnetic pole 55A and the magnetic pole55B, while in the magnetic material 56, the magnetic flux density Bexists in a gap (the loose fit hole 56E) between the magnetic pole 56Aand the magnetic pole 56B. One end of the coil bobbin 57, which formspart of the vibrator 53, is loosely fitted in the loose fit hole 55E ofthe magnetic material 55, wherein the coil 58 wound around the endportion is positioned across the magnetic flux. Similarly, in themagnetic material 56, the other end of the coil bobbin 57, which formspart of the vibrator 53, is loosely fitted in the loose fit hole 56E ofthe magnetic material 56, wherein the coil 59 wound around the other endis positioned across the magnetic flux.

Assume herein that an initial state of the vibrator 53 is such that itsend at which the coil 58 is formed shift in the left direction so as toabut on the magnetic material 55, as illustrated in FIG. 9A. When thecoil 58 is applied with a driving current I₅₈, for example asillustrated in FIG. 10A, and the coil 59 is applied with a drivingcurrent I₅₉ as illustrated in FIG. 10B, the driving current I₅₈ flowsthrough the coil 58, while the driving current I₅₉ does not flow throughthe coil 59 at the initial state (time t=0).

Thereby, a force F=I₅₈×B is applied to the coil 58, so that the vibrator53 moves to the right (i.e., toward the magnetic material 56), and thevibrator 53 stops at the position at which the end of the vibrator 53formed with the coil 59 abuts on the magnetic material 56, asillustrated in FIG. 9B.

Then, at time t=T, the driving current I₅₉ flows through the coil 59 asillustrated in FIG. 10B, while the driving current I₅₈ does not flowthrough the coil 58 as illustrated in FIG. 10A. The coil 59 is thereforeapplied with a force −F because the coils 58 and 59 are wound inopposite directions to each other. As a result, the vibrator 53 moves tothe left (i.e., toward the magnetic material 55), thus returning to theinitial state illustrated in FIG. 9A.

Afterwards, the driving currents I₅₈ and I₅₉ are alternately conductedto be applied to the coil 58 and 59 in a similar manner, thereby causingthe vibrator 53 to reciprocally move, that is, vibrate between themagnetic materials 55 and 56.

In this connection, changing the periods of the driving currents I₅₈ andI₅₉ can change the vibrating frequency of the vibrator 53. Also,changing the current values of the driving currents I₅₈ and I₅₉ canchange the force F (that is, acceleration) applied to the vibrator 53.

Instead of the method of turning on and off constant current values asillustrated in FIGS. 10A and 10B, the waveforms of the driving currentsI₅₈ and I₅₉ applied respectively to the coils 58 and 59 are changed inan analog manner as illustrated in FIGS. 11A and 11B. Specifically, foreach of the driving current I₅₈ and I₅₉, each period T in which thedriving currents I₅₈ and I₅₉ are conducted is further segmented intosub-periods, and a different current value is set for each sub-period.Then, these current values are transferred as packet data from the gamemachine main body 27 to the game machine manipulation device CT10,thereby allowing the vibrator 53 of the response means 51 to generatevibrations which have gradually increasing acceleration. In this way, itis possible to make the response means 51 generate a variety ofvibrations having different magnitudes, amplitudes, vibrationfrequencies and so on.

For example, a variety of values can be set to current value datatransferred to the game machine manipulation device CT10 as the packetdata, depending on the degree of impact applied to an operation targetin a game under progress in the game machine main body 27. In addition,the number of current value data allocated in one packet can be set toany of various values. Thus, by setting a variety of driving currentwaveforms depending on how the game is progressing, large current valuesmay be alternately applied to the coils 58 and 59 only for short timeperiods to generate large vibrations such as impacts in the game machinemanipulation device CT10, for example, in a scene where an operationtarget is applied with a large impact. On the other hand, in a scenewhere an operation target generates small and continuous vibrations, forexample, such as those generated in an idling automobile, smallercurrent values may be alternately applied to the coils 58 and 59 for along time period, thereby generating vibrations in the game machinemanipulation device CT10 just like vibrations caused by an idlingautomobile.

As described above, vibrations generated by the response means 51 istransmitted not only to the second manipulation support 5 but also tothe housing including the lower case 3 and the upper case 2 to vibratethe entire device, as illustrated in FIG. 12, thereby making it possibleto give dynamic bodily sensation to the user who is manipulating thegame machine manipulation device CT10.

As a result of mounting the response means 21 and 51 into the firstmanipulation support 4 and the second manipulation support 5,respectively, of the lower case 3, the response means 21 and/or 51 arevibrated by a particular response signal from the game machine main body27 to vibrate the entire game machine manipulation device CT10 for aconstant time period, depending on the type of game, when the gamemachine manipulation device CT10 and the game machine main body 27 areconnected to a monitor 33 such as a television receiver or the like toplay a game as illustrated in FIG. 3. Such vibrations may be preferablyaccompanied when knocking down an opponent in a fighting game, whenhitting the mark in a shooting game, when an aircraft being an operationtarget is attacked on the screen, and so on. In this way, the entiremanipulation device vibrates in response to operations made by the userwith the manipulation buttons, to feed the contents of a game underprogress back to the user playing the game, thereby making it possibleto improve the presence.

For driving the response means 21 and 51 to vibrate the game machinemanipulation device CT10 as mentioned above, the game machinemanipulation device CT10 and the game machine main body 27 need aninteractive communication capability. The interactive communicationcapability can be realized by connecting the game machine main body 27to a connector 20 which provides interactive serial communications withthe game machine manipulation device CT10, as described in FIG. 13. Itshould be noted that this embodiment is described in connection with aconfiguration including only one game machine manipulation device CT10connected to the game machine main body 27.

In the game machine manipulation device CT10, the interactivecommunication capability is implemented by an I/O interface SIO forproviding serial communications with the game machine main body 27; aparallel I/O interface PIO for inputting manipulation data from aplurality of manipulation buttons; a one-chip microcomputer(hereinafter, referred to as “the microcomputer”) including a CPU, a RAMand a ROM; and a driver 34 for vibrating the response means 21 and 51.The motor 24 of the response means 21 is rotated by a voltage and acurrent supplied from the driver 34. The coils 58 and 59 constitutingthe vibrator 53 of the response means 51 are vibrated by a voltage and acurrent supplied from the driver 34.

The game machine main body 27 is provided with a serial I/O interfaceSIO for performing serial communications with the game machinemanipulation device CT10. When the connector 20 of the game machinemanipulation device CT10 is connected to the game machine main body 27,the serial I/O interface SIO of the game machine main body 27 isconnected to the serial I/O interface SIO of the game machinemanipulation device CT10 through this connector 20, thereby providinginteractive communication means, i.e., interactive serialcommunications. Other details in the game machine main body 27 isomitted.

Signal lines and control lines for interactive serial communicationsinclude a data transmission signal line TXD (Transmit X′ for Data) fortransmitting data from the game machine main body 27 to the game machinemanipulation device 10; a data transmission signal line RDX (Received X′for Data) for transmitting data from the game machine manipulationdevice CT10 to the game machine main body 27; a serial synchronizationclock signal line SCK (Serial Clock) for extracting data from therespective data transmission signal lines TXD, RDX; a control line DTR(Date Terminal Ready) for establishment, interruption and so on ofcommunications with the game machine manipulation device CT10 being theterminal side; and a flow control line DSR (Data Set Ready) fortransferring a large amount of data.

The cable constituting the signal lines and control lines forinteractive serial communications also includes a power supply cable 35which is directly extracted from a power supply of the game machine mainbody 27 in addition to the signal lines and control lines, asillustrated in FIG. 13. The power supply cable 35 is connected to adriver 34 in the game machine manipulation device CT10 for supplyingelectric power for vibrating the response means 21 and 51.

An interactive serial communication procedure for the configurationdescribed above is started, for example, when the game machine main body27 illustrated in FIG. 13 communicates with the game machinemanipulation device CT10. For retrieving manipulation data (buttoninformation) associated with manipulation buttons of the first to fourthmanipulation units 7, 8, 9, 10, the game machine main body 27 firstconfirms by the control line DTR that it has been selected, andsubsequently enters in a wait state for waiting for the reception ofdata on the signal line TXD. Subsequently, the game machine main body 27sends an identification code indicative of the game machine manipulationdevice CT10 onto the data transmission signal line TXD. This causes thegame machine manipulation device CT10 to receive this identificationcode from the signal line TXD.

Since the identification code indicates the game machine manipulationdevice CT10, the game machine manipulation device CT10 starts acommunication with the game machine main body 27. More specifically,control data and so on are transmitted from the game machine main body27 through the data transmission signal line TXD to the game machinemanipulation device CT10, whereas manipulation data and so on generatedby manipulations with manipulation buttons are transmitted from the gamemachine manipulation device CT10 through the data transmission signalline RDX to the game machine main body 27. In this way, an interactiveserial communication is performed between the game machine main body 27and the game machine manipulation device CT10. The communication isterminated when the game machine main body 27 outputs selection stopdata through the control line DTR.

Thus, if the interactive serial communication capability is provided,manipulation data mainly associated with manipulation buttons can betransmitted from the game machine manipulation device CT10 to the gamemachine main body 27, while dynamic transmission data for vibrating theresponse means 21 and 51 can be sent from the game machine main body 27through the data transmission signal line TXD to the game machinemanipulation apparatus CT10. The dynamic transmission data for vibratingthe response means 21 and 51 has been previously set depending on a gameCD-ROM loaded in the game machine main body 27, and is fed back from thegame machine main body 27 to the game machine manipulation device CT10in accordance with movements of an operation target in a gamemanipulated by the user who is playing the game through dynamictransmission for a fixed time.

Here, as a game manipulation device to be connected to the game machinemain body 27, for example, the game machine manipulation device CT10illustrated in FIG. 4 transmits digital control data generated bymanipulating the manipulation buttons of the manipulation units 7, 8, 9and 10 to the game machine main body 27, and transmits analog controldata generated by manipulating analog joysticks 36, 37 to the gamemachine main body 27. These modes can be selected by the usermanipulating a mode switch button 38 of the game machine manipulationdevice CT10. Alternatively, the modes may be selected by software in aCD-ROM loaded in the game machine main body 27.

The game system GS is configured to be connectable with a variety ofgame machine manipulation devices such as a game machine manipulationdevice CT1 (FIG. 2) having only a digital mode, other than the gamemachine manipulation device CT10 which allows to select the digital modeand analog mode mentioned above.

Therefore, the game machine main body 27 can inquire certain functionsof a game machine manipulation device (CT10 or the like) connected tothe game machine main body 27 and set a variety of parameters to thegame machine manipulation device by transmitting a variety of commandsto the game machine manipulation device.

In this case, the game machine manipulation device CT10 communicateswith the game machine main body 27 in accordance with a communicationprocessing procedure illustrated in FIG. 14. Specifically, in FIG. 14,when the game machine main body 27 is powered on through the powersupply switch under the state of being connected to the game machinemanipulation device CT10, the game machine main body 27 and the gamemachine manipulation device CT10 enter a communication mode at step SP11for making a communication therebetween. Then, the game machinemanipulation device CT10 proceeds to step SP12 to wait for a commandfrom the game machine main body 27.

Here, the game machine main body 27 can transmit a variety of commandsto the game machine manipulation device CT10 as packet data for eachvertical period of a video signal. Then, as the power supply switch ofthe game machine main body 27 is turned on, the game machine main body27 first transmits a command to instruct the game machine manipulationdevice to set ON a parameter setting mode, which is a communicationcommand between itself and a controller (game manipulation device), tothe game machine manipulation device as an initial setting.

This command comprises nine-byte packet data as shown in the uppercolumn of FIG. 15. The command has a first byte allocated to data 0x01(hereinafter, simply denoted as “01”, omitting “0x” representative of ahexadecimal number) indicative of a command for a game machinemanipulation device; a second byte allocated to data “43” indicative ofa command for set ON/OFF a parameter setting for the game machinecontrol device (controller); a third byte allocated to data “00”corresponding to the second data “43”; and a fourth byte allocated to“1” when the parameter setting mode is set ON for the controller (thegame machine manipulation device). Note that, data in a fifth bytethrough a ninth byte are variable length data having a length in a rangeof two bytes to six bytes, so that a variety of data are allocatedtherein as required.

Thus, the CPU of the game machine manipulation device CT10 proceeds fromstep SP13 to step SP20 in FIG. 14, upon receiving a parameter setting ONcommand shown in FIG. 15, to enter the parameter setting mode for thegame machine manipulation device CT10. At subsequent step SP21, the CPUdetermines a command subsequently received thereby.

In the parameter setting mode, the CPU of the game machine manipulationdevice CT10 proceeds to step SP23 in FIG. 14 to transmit information onthe game machine manipulation device CT10 to the game machine main body27, when data transmitted from the game machine main body 27 to the gamemachine manipulation device CT10 is a controller (game machinemanipulation device) information acquisition command shown in the uppercolumn of FIG. 16.

More specifically, the controller information acquisition commandtransmitted from the game machine main body 27 to the game machinemanipulation device CT10 comprises nine-byte packet data, as shown inthe upper column of FIG. 16, which has a first byte allocated to data“01” indicative of a command for the game machine manipulation device; asecond byte allocated to data “45” indicating that this command is acommand for acquiring (requesting) information on the game machinemanipulation device (controller); a third byte allocated to data “00”corresponding to data “45” in the second byte; and a fourth byte to aninth byte loaded with tx0-tx5 which are fixed-length data of six bytes.Data allocated to the fourth to ninth bytes are indefinite.

Thus, the CPU of the game machine manipulation device CT10, uponreceiving the controller information acquisition command shown in theupper column of FIG. 16, proceeds from step SP21 to step SP23 in FIG. 14to return information on the game machine manipulation device CT10 tothe game machine main body 27 as transmission data shown in the lowercolumn of FIG. 16. Specifically, the returned data comprises nine-bytefixed-length data which has a first byte allocated to dummy data “dm”; asecond byte loaded with data “F3” having the upper four bits “F”indicative of an identifier (ID) of the game machine manipulation deviceCT10 and the lower four bits “3” indicative of one half of a data length(6 bytes) of data rx0-rx5 after a fourth byte; a third byte allocated todata “in” indicating whether the game machine manipulation device CT10is not initialized; the fourth byte allocated to a revision code “rv”corresponding to the game machine manipulation device CT10; a fifth byteallocated to available mode quantity data “mn” indicative of the numberof modes which can be set by software from the game machine main body 27(in this embodiment, two modes of an analog control mode and a digitalcontrol mode); a sixth byte allocated to data “cm” indicative of acurrently valid mode in the game machine manipulation device CT10; aseventh byte allocated to actuator quantity data “an” indicative of thenumber of actuators (for example, response means 21 and 51) equipped inthe game machine manipulation device CT10; and an eighth byte allocatedto “on” indicative of a total number of actuators which can be operatedsimultaneously (response means 21 and 51, or the like). Data in a ninthbyte is indefinite.

Thus, the CPU of the game machine manipulation device CT10 returns thecontroller information shown in the lower column of FIG. 16 to the gamemachine main body 27 at step SP23 in FIG. 14, so that the CPU of thegame machine main body 27 can acquire function information on the gamemachine manipulation device CT10 being connected to the game machinemain body 27. It should be noted that this information only indicatesthe number of modes which can be set by software, and the contents ofthe information are returned from the game machine manipulation deviceCT10 to the game machine main body 27 correspondingly when thecontroller mode acquisition command is transmitted from the game machinemain body 27 to the game machine manipulation device CT10.

Specifically, when the transmission of the controller information isterminated at the aforementioned step SP23, the CPU of the game machinemanipulation device CT10 returns to step SP21 to wait for anothercommand. At this time, if data transmitted from the game machine mainbody 27 to the game machine manipulation device CT10 is a controller(game machine manipulation device) mode acquisition command shown in theupper column of FIG. 17, the CPU of the game machine manipulation deviceCT10 proceeds to step SP24 in FIG. 14 to transmit to the game machinemain body 27 the contents of information on modes of the game machinemanipulation device CT10 which can be set by software.

In this event, the controller mode acquisition command transmitted fromthe game machine main body 27 to the game machine manipulation deviceCT10, as shown in the upper column of FIG. 17, comprises nine-bytefixed-length packet data which has a first byte allocated to data “01”indicating that this command is a command for the game machinemanipulation device; a second byte allocated to data “4C” indicatingthat this command is a command for requesting controller modes which canbe set by software; a third byte allocated to data “00” corresponding tothe data “4C” in the second byte; a fourth byte allocated to list numberdata “ln” indicating a list number in the RAM of the game machinemanipulation device CT10 which stores a list of a variety of controllermodes (controller IDs) required by the CPU of the game machine main body27; and a fifth byte to a ninth byte loaded with indefinite data.

Thus, the CPU of the game machine manipulation device CT10, uponreceiving the controller mode acquisition command shown in the uppercolumn of FIG. 17, proceeds from step SP21 to step SP24 in FIG. 14 toreturn a controller ID (controller mode identification) indicative ofeach controller mode in a list as specified by a list number specifiedby the fourth byte of the controller mode acquisition command (the uppercolumn of FIG. 17). Based on that list number, the controller ID isselected out of lists stored in the ROM of the game machine manipulationdevice CT10, as transmission data to the game machine main body 27 asshown in the lower column of FIG. 17. Specifically, this returned datacomprises nine-byte fixed-length data which has a first byte allocatedto dummy data “dm”; a second byte loaded with data “F3” having the upperfour bits “F” indicative of an identifier (ID) of the game machinemanipulation device CT10 and the lower four bits “3” indicative of onehalf of a data length (6 bytes) of data rx0-rx5 after a fourth byte; athird byte allocated to data “in” indicating whether the game machinemanipulation device CT10 is not initialized; and a sixth byte and aseventh byte allocated to controller ID data “n0” and “n1” indicative ofsetting available modes read from the list. In this connection, data inthe fourth, fifth, eighth and ninth bytes are indefinite.

Thus, the CPU of the game machine manipulation device CT10 returns thecontroller mode information (controller ID) shown in the lower column ofFIG. 17 to the game machine main body 27 at step SP24 in FIG. 14, sothat the CPU of the game machine main body 27 can determine modes(analog control mode, digital control mode, and so on), which can be setto the game machine manipulation device CT10 being connected thereto,from the controller ID data.

When the processing at step SP24 in FIG. 14 is terminated as describedabove, the CPU of the game machine manipulation device CT10 returns tothe foregoing step SP21 to wait for another command. In this event, thegame machine main body 27 transmits a mode to be set, out of availablemodes acquired as the controller ID data from the game machinemanipulation device CT10 by the foregoing processing at step SP24, tothe game machine manipulation device CT10 as a controller mode settingcommand shown in the upper column of FIG. 18.

The controller mode setting command comprises nine-byte fixed-lengthpacket data, as shown in the upper column of FIG. 18, which has a firstbyte allocated to data “01” indicating that this command is a commandfor the game machine manipulation device; a second byte allocated todata “44” indicating that this command is a command for setting a modefor the controller (game machine manipulation device); a third byteallocated to data “00” corresponding to the data “44” in the secondbyte; a fourth byte allocated to a controller mode (analog control mode,digital control mode, or the like) to be set by the CPU of the gamemachine main body for the game machine manipulation device CT10 with alist number data “cm” in the ROM of the game machine manipulation deviceCT10, which stores the controller ID indicative of the controller mode;and a fifth byte allocated to data “ik” (pause information or operationinformation) for setting the manipulation button 38 (FIG. 4) forswitching modes disposed in the game machine manipulation device CT10 inan inoperative (pause) state (lock) or an operative state (unlock). Inthis connection, data in a sixth byte to a ninth byte are indefinite.

Thus, the CPU of the game machine manipulation device CT10, uponreceiving the controller mode setting command shown in the upper columnof FIG. 18, proceeds from step SP21 to step SP25 in FIG. 14 to read thecontroller ID in the ROM of the game machine manipulation device CT10based on the list number data “cm” of the controller ID assigned to thefourth byte of the controller mode setting command (in the upper columnof FIG. 18), and to set the mode specified by the controller ID (analogcontrol mode, digital control mode or the like) to the CPU of the gamemachine manipulation device CT10. In this event, the CPU of the gamemachine manipulation device CT10 returns transmission data shown in thelower column of FIG. 18 to the game machine main body 27. This returneddata comprises nine-byte fixed-length data which has a first byteallocated to dummy data “dm”; a second byte loaded with data “F3” havingthe upper four bits “F” indicative of an identifier (ID) of the gamemachine manipulation device CT10 and the lower four bits “3” indicativeof one half of a data length (6 bytes) of data rx0-rx5 in a fourth andsubsequent bytes; a third byte allocated to data “in” indicating whetheror not the game machine manipulation device CT10 is not initialized; anda fourth byte through a ninth byte loaded with indefinite data. The CPUof the game machine main body 27 can recognize that the setting(switching) of the control mode has been completed by receiving the data“F3” in the second byte of the transmission data.

In this way, the CPU of the game machine manipulation device CT10returns to step SP21 to wait for another command to be transmittedthereto from the game machine main body 27, when the setting (switching)of the controller mode is completed at step SP24 in FIG. 14.

At this time, the game machine main body 27 transmits an actuator(response means 21, 51 and so on) information acquisition command shownin the upper column of FIG. 19 to the game machine manipulation deviceCT10 for requesting the CPU of the game machine manipulation device CT10to provide information on a single or a plurality of actuators (responsemeans) disposed in the game machine manipulation device CT10 beingconnected to the game machine main body 27.

The actuator information acquisition command comprises nine-bytefixed-length packet data, as shown in the upper column of FIG. 19, whichhas a first byte allocated to data “01” indicating that this command isa command for the game machine manipulation device; a second byteallocated to data “46” indicating that this command is a command forrequesting information on actuators in the controller (game machinemanipulation device); a third byte allocated to data “00” correspondingto the data “46” in the second byte; and a fourth byte allocated to anactuator number data “an” indicative of a number of an actuator(response means) (for example, “1” or “2” when the number of responsemeans is two). In this connection, data in a fifth byte to a ninth byteare indefinite.

Thus, the CPU of the game machine manipulation device CT10, uponreceiving the actuator information acquisition command shown in theupper column of FIG. 19, proceeds from step SP21 to step SP26 in FIG. 14to read data on the response means 21 or 51 having the actuator numberallocated in the fourth byte of the actuator information acquisitioncommand (in the upper column of FIG. 19) from the ROM of the gamemachine manipulation device CT10, and to return the data on the actuator(the type of the actuator, a data length of a parameter) to the gamemachine main body 27 as transmission data shown in the lower column ofFIG. 19. This transmission data comprises nine-byte fixed-length data,which has a first byte allocated to dummy data “dm”; a second byteloaded with data “F3” having the upper four bits “F” indicative of anidentifier (ID) of the game machine manipulation device CT10 and thelower four bits “3” indicative of one half of a data length (6 bytes) ofdata rx0-rx5 after a fourth byte; a third byte allocated to data “in”indicating whether the game machine manipulation device CT10 is notinitialized; a sixth byte allocated to classification number data “fn”for a function of the actuator (response means); a seventh byteallocated to auxiliary number data “sb” for further classifying theactuator (response means) classified by the classification number data“fn” in the sixth byte; and an eighth byte allocated to data “ic”indicative of a consumed current required to drive the actuator(response means). In this connection, data in a fourth byte and a fifthbyte are indefinite.

The classification number data “fn” allocated in the sixth byte mayclassify actuators (response means), for example, into an actuator forgenerating continuous rotary vibrations, an actuator for generatingcontinuous reciprocal vibrations, an actuator for generatingintermittent reciprocal vibrations, an actuator for generating rotaryvibrations, an actuator for generating reciprocal vibrations, and so on,as classification items. In addition, items classified by the auxiliarynumber data “sb” allocated in the seventh byte may include low speedrotation, high speed rotation, vibrating direction (X-axis direction,Y-axis direction, Z-axis direction), and so on.

Consequently, when the CPU of the game machine manipulation device CT10finishes transmitting to the game machine main body 27 the informationon the actuator (response means) corresponding to the actuator numberrequested at this time from the game machine main body 27 at step SP26in FIG. 14, the CPU returns to the foregoing step SP21 to wait foranother command to be transmitted from the game machine main body 27. Atthis time, the CPU of the game machine main body 27 detects the numberof actuators (response means) in the game machine manipulation deviceCT10 being connected thereto, in the controller information acquisitionprocessing described above in connection with step SP23. Therefore, byrepeatedly transmitting the actuator information acquisition commanddescribed above with reference to FIG. 19 to the game machinemanipulation device CT10 a number of times equal to the number ofactuators (response means), the CPU of the game machine manipulationdevice CT10 repeats the processing at step SP26 for the number of timesequal to the number of actuators (response means), and consequently,data on all the actuators (response means) are transmitted to the gamemachine main body 27.

When the CPU of the game machine manipulation device CT10 finishesreturning the information on all the actuators (response means 21 and51) by repeating step SP26 in FIG. 14 as described above, the CPUreturns to the foregoing step SP21 to wait for another command to betransmitted from the game machine main body 27.

In this event, the game machine main body 27 transmits an actuator(response means 21, 51 and so on) status acquisition command shown inthe upper column of FIG. 20 to the game machine manipulation device CT10for requesting the CPU of the game machine manipulation device CT10 toprovide the value of parameter (i.e., data used for controlling thedriving of an actuator) set for the actuator (response means) in thegame machine manipulation device CT10 being connected to the gamemachine body 27.

This actuator status acquisition command comprises nine-bytefixed-length packet data, as shown in the upper column of FIG. 20, whichhas a first byte allocated to data “01” indicating that this command isa command for the game machine manipulation device; a second byteallocated to data “48” indicating that this command is a command forrequesting the status of the actuators in the controller (game machinemanipulation device); a third byte allocated to data “00” correspondingto the data “48” in the second byte; and a fourth byte allocated toactuator number data “an” indicating a number of an actuator (responsemeans) (for example, “1” or “2” when the number of the response means istwo). In this connection, data in a fifth byte to a ninth byte areindefinite.

Thus, the CPU of the game machine manipulation device CT10, uponreceiving the actuator status acquisition command shown in the uppercolumn of FIG. 20, proceeds from step SP21 to step SP27 in FIG. 14 toread a parameter set for a response means 21 or 51 having the actuatornumber allocated in the fourth byte of the actuator status acquisitioncommand (in the upper column of FIG. 20) from the RAM of the gamemachine manipulation device CT10, in order to return the parameter(i.e., data used for controlling the driving of the actuator) set forthe actuator at this time to the game machine main body 27 astransmission data shown in the lower column of FIG. 20. Thistransmission data comprises nine-byte fixed-length data which has afirst byte allocated to dummy data “dm”; a second byte loaded with data“F3” having the upper four bits “F” indicative of an identifier (ID) ofthe game machine manipulation device CT10 and the lower four bits “3”indicative of one half of a data length (6 bytes) of data rx0-rx5 in afourth and subsequent bytes; a third byte allocated to data “in”indicating whether the game machine manipulation device CT10 is notinitialized; a sixth byte and a seventh byte allocated to reserved data(spare data) “v0,” “v1”; an eighth byte allocated to data “sz”indicative of a data length (in bytes) set as a parameter for theactuator; and a ninth byte allocated to data “s0” indicative of thevalue of a first byte of the parameter for the actuator.

Thus, the game machine manipulation device CT10 returns transmissiondata shown in the lower column of FIG. 20 to the game machine main body27 at step SP27 in FIG. 14, so that the CPU of the game machine mainbody 27 can recognize the parameter being set for the actuator.

More specifically, a parameter set for an actuator (response means) isdefined such that the length of data usable for transmission (the ninthbyte in the lower column of FIG. 20) is one byte. If the data length ofa parameter being set for an actuator is longer than one byte of theninth byte, the CPU of the game machine manipulation device CT10proceeds from step SP21 to step SP28, after the completion of theprocessing at step SP27 in FIG. 14, to transmit to the game machine mainbody 27 data that has overflowed from the data transmitted to the gamemachine main body 27 at the preceding step SP27. This communicationcontinuation data includes data to be continuously transmitted whichhave been allocated in the fourth byte to ninth byte, as illustrated inthe lower column of FIG. 21. In this connection, data shown in the uppercolumn of FIG. 21 are those used by the game machine main body 27 forcontinuously communicating with the game machine manipulation deviceCT10.

When the status of one actuator (response means) has been transmitted tothe game machine main body 27 at step S27 and step SP28 in FIG. 12 asdescribed above, the game machine main body 27 again transmits a commandfor acquiring the status of another actuator (response means) to thegame machine manipulation device CT10 subsequent to the completedtransmission, in a manner similar to the case described above for thecommand shown in the upper column of FIG. 18. In this event, an actuator(response means) for which the status is to be acquired is specified bythe actuator number data “an” in the fourth byte shown in the uppercolumn of FIG. 18.

Consequently, when the game machine main body 27 finishes acquiring thestatus of all the actuators (response means 21 and 51) in the gamemachine manipulation device CT10, the game machine main body 27subsequently transmits a command for acquiring a list of simultaneouslyoperable actuators, shown in the upper column of FIG. 22, to the gamemachine manipulation device CT10 to request a list of simultaneouslyoperable actuators (for example, the response means 21 and 51) in allthe actuators disposed in the game machine manipulation device CT10.

This command for acquiring a list of simultaneously operable actuatorscomprises nine-byte fixed-length packet data, as shown in the uppercolumn of FIG. 22, which has a first byte allocated to data “01”indicating that this command is a command for the game machinemanipulation device; a second byte allocated to data “47” indicatingthat this command is a command for requesting a list of simultaneouslyoperable actuators in the controller (game machine manipulation device);a third byte allocated to data “00” corresponding to the data “47” inthe second byte; and a fourth byte allocated to a list number data “ls”indicative of a list of combinations of simultaneously operableactuators required at this time by the game machine main body 27. Inthis connection, data in a fifth byte to a ninth byte are indefinite.

When the command for acquiring the simultaneously operable actuator listis transmitted from the game machine main body 27 to the game machinemanipulation device CT10 as described above, the CPU of the game machinemanipulation device CT10 proceeds from step SP21 to step SP29 in FIG. 14to return a simultaneously operable actuator list, as shown in the lowercolumn of FIG. 22, to the game machine main body 27. This actuator list(in the lower column of FIG. 22) comprises nine-byte fixed-length datawhich has a first byte allocated to dummy data “dm”; a second byteloaded with data “F3” having the upper four bits “F” indicative of anidentifier (ID) of the game machine manipulation device CT10 and thelower four bits “3” indicative of one half of a data length (6 bytes) ofdata rx0-rx5 in a fourth and subsequent bytes; a third byte allocated todata “in” indicating whether the game machine manipulation device CT10is not initialized; a sixth byte allocated to a data length “sz” of theactuator list in accordance with the number of actuators when oneactuator number is represented in one byte; and a seventh byte to aninth byte allocated to actuator numbers of simultaneously operableactuators, one number in one byte. In this connection, if the number ofsimultaneously operable actuators is four or more, the data length ofthe list is given by the data “sz” indicative of the data length in thesixth byte of the transmission data. Thus, in accordance with the data“sz”, a portion of the list which has overflowed in the firsttransmission of the actuator list is transmitted through thecommunication continuation data described above with reference to FIG.21. In this way, the CPU of the game machine main body 27 can recognizesimultaneously operable actuators in the game machine manipulationdevice CT10.

When the simultaneously operable actuator list finishes being returnedat step SP29 in FIG. 14, the CPU of the game machine manipulation deviceCT10 returns to step SP21 to wait for the reception of another command.

Then, the CPU of the game machine main body 27 subsequently transmits acommand for setting details of parameters for actuators to the gamemachine manipulation device CT10. This command for setting details ofparameters for actuators is provided to set parameters for actuators inthe game machine manipulation device CT10 with a button acquisitioncommand transmitted from the game machine main body 27 to the gamemachine manipulation device CT10 during the progress of a game, when thegame machine main body 27 is to acquire information on manipulations onthe manipulation buttons (14A-14D, 16 a-16D, 19 a-19 d, and so on) inthe game machine manipulation device CT10 during the progress of thegame by transmitting the button acquisition command from the gamemachine main body 27 to the game machine manipulation device CT10. Thiscommand comprises nine-byte fixed-length packet data, as shown in theupper column of FIG. 23, which has a first byte allocated to data “01”indicating that this command is a command for the game machinemanipulation device; a second byte allocated to data “4D” indicatingthat this command is the command for setting details of parameters foractuators; a third byte allocated to data “00” corresponding to the data“4D” in the second byte; and a fourth byte through a ninth byteallocated to number data “s0,” “s1,” “s2,” “s3,” “s4,” “s5” of actuatorsfor which parameters are to be set when a button acquisition command istransmitted from the game machine main body 27 to the game machinemanipulation device CT10 during the progress of a game.

Thus, when the CPU of the game machine manipulation device CT10 receivesthe command for setting the details of the parameters for the actuators,the CPU proceeds from step SP21 to step SP30 in FIG. 14 to set actuatorsspecified in the command for setting the details of the parameters forthe actuators to the RAM of the game machine manipulation device CT10.Thus, when a button acquisition command is received from the gamemachine main body 27 during the progress of a game, associatedparameters are set to the set actuators in synchronism therewith.

More specifically, when the details of the parameters are set for theassociated parameters at step SP30 in FIG. 14, the game machinemanipulation device CT10 returns transmission data shown in the lowercolumn of FIG. 23 to the game machine main body 27. This transmissiondata comprises nine-byte fixed-length data which has a first byteallocated to dummy data “dm”; a second byte loaded with data “F3” havingthe upper four bits “F” indicative of an identifier (ID) of the gamemachine manipulation device CT10 and the lower four bits “3” indicativeof one half of a data length (6 bytes) of data rx0-rx5 in a fourth andsubsequent bytes; a third byte allocated to data “in” indicating whetherthe game machine manipulation device CT10 is not initialized; and afourth byte through a ninth byte allocated to actuator parameter detailssetting data which have been set before the execution of the command.

After completing the processing at step SP30 in FIG. 14, the CPU of thegame machine manipulation device CT10 returns to step SP21 in FIG. 14 towait for another command transmitted from the game machine main body 27.

Here, the game machine main body 27, which has completely set details ofparameters for the actuators in the game machine manipulation deviceCT10, subsequently transmits a command for instructing the game machinemanipulation device CT10 to set OFF the parameters to the game machinemanipulation device CT10. This command allocates data “0” to the fourthbyte in the transmission data previously shown in the upper column ofFIG. 15 for instructing the game machine manipulation device CT10 to setOFF the controller parameters. This causes the CPU of the game machinemanipulation device CT10, which has received the command, to proceedfrom step SP21 to step SP22 in FIG. 14 to set OFF (or terminate) aparameter setting mode. Then, the CPU of the game machine manipulationdevice CT10 returns to the foregoing step SP11 to enter a controllercommunication mode.

In the controller communication mode, the CPU of the game machinemanipulation device CT10 gets in a state of waiting for a command fromthe game machine main body 27 at subsequent step SP12. Here, the gamemachine main body 27 transmits a controller button acquisition commandto the game machine manipulation device CT10 for requesting the gamemachine manipulation device CT10 to provide information indicative ofmanipulation states of respective buttons (14 a-14 d, 16 a-16 d, 19 a-19d, and so on) on the game machine manipulation device CT10.

This controller button acquisition command includes data tx0-tx5 whichare variable-length data ranging from two to six bytes stored in afourth byte through a ninth byte thereof, as shown in the upper columnof FIG. 24. The controller button acquisition command also has a firstbyte allocated to data “01” indicating that this command is a commandfor the game machine manipulation device; a second byte allocated to“42” indicating that this command is the controller button acquisitioncommand; a third byte allocated to indefinite data corresponding to thedata “42” in the second byte; and a fourth byte through a ninth byteallocated to data set to the parameters for the actuators (responsemeans 21 and/or 51) which have been set at step SP30 in FIG. 14.

Thus, the CPU of the game machine manipulation device CT10, uponreceiving the controller button acquisition command shown in the uppercolumn of FIG. 24, proceeds from step SP12 to step SP14 in FIG. 14, toset the parameters for the actuators (response means 21 and/or 51) withthe parameter setting data in the fourth byte through the ninth byte(having variable lengths between two and six bytes) within the datareceived at this time, thereby vibrating these actuators (response means21 and/or 51) based on the specified data. Also, the CPU of the gamemachine manipulation device CT10 transmits its button manipulationinformation to the game machine main body 27 through transmission datashown in the middle column or the lower column of FIG. 24.

The transmission data shown in the middle column of FIG. 24 is datatransmitted from the game machine manipulation device CT10, which is inthe state where the controller parameter setting mode is OFF, to thegame machine main body 27. The transmission data shown in the lowercolumn of FIG. 24, on the other hand, is data transmitted from the gamemanipulation device CT10, which is in the state where the controllerparameter setting mode is ON, to the game machine main body 27. Thistransmission data has a fourth byte allocated to an upper byte “b0” ofmanipulation button depress data; a fifth byte allocated to a lower byte“b1” of the manipulation button depress data; and a sixth byte to aninth byte allocated to, for example, analog level data “a0,” “a1,”“a2,” “a3” in accordance with manipulations on the joysticks 36, 37previously described with reference to FIGS. 4 and 13.

Subsequently, when the game machine main body 27 receives thetransmission data shown in FIG. 24, the CPU of the game machine mainbody 27 can detect how the manipulation buttons or the analog joy sticksare being manipulated on the game machine manipulation device CT10, sothat the game can be advanced in accordance with the detectedmanipulations.

When the CPU of the game machine main body 27 is going to vibrate arequired actuator(s) (response means 21 and/or 51) in accordance withthe progress of a game, the CPU of the game machine main body 27transmits a command dedicated to set a parameter(s) for the actuator(s),shown in the upper column of FIG. 25, to the game machine manipulationdevice CT10. This command has a second byte allocated to data “49”indicating that this command is the command for setting a parameter foran actuator; a fourth byte allocated to actuator number data “an” of anactuator to be set; a fifth byte allocated to a data size “sz” which isset to a parameter for the actuator; and a sixth byte to a ninth byteallocated to actually set data.

Thus, when the game machine manipulation device CT10 receives thetransmission data, the CPU of the game machine manipulation device CT10proceeds from step SP12 to step SP15 in FIG. 14 to set the parameter forthe actuator (response means 21 and/or 51) specified by the command,thereby vibrating the actuator. In this connection, at this time,transmission data shown in the lower column of FIG. 25 is returned fromthe game machine manipulation device CT10.

Also, the game machine main body 27 transmits an actuator mode settingcommand, as shown in the upper column of FIG. 26, to the game machinemanipulation device CT10. This command is provided to set ON or OFF anactuator parameter synchronous update mode, and has a second byteallocated to data “4A” indicating that this command is the actuator modesetting command. If synchronous update mode setting data “sg” in afourth byte is set ON (i.e., set to “1”), the CPU of the game machinemanipulation device CT10 proceeds from step SP12 to step SP16 in FIG. 14to set ON the synchronous update command, whereby the parameterspecified by the actuator parameter setting command (“49”) shown in FIG.25 is not immediately reflected as an operation of the actuator but isbuffered in the RAM of the game machine manipulation device CT10 for atime period until the actuator mode setting command (“4A”) is nextinputted. Then, at the time the actuator mode setting command (“4A”) isnext transmitted to the game machine manipulation device CT10, theparameters for associated actuators so far buffered in the RAM areoutputted all at once to the corresponding actuators (response means 21and/or 51) to vibrate them.

On the other had, when the synchronous update mode setting data “sg”allocated in a fourth byte of the transmission data shown in the uppercolumn of FIG. 26 is set OFF (i.e., set to “0”), the contents ofparameters set for actuators, generated during the synchronous updatemode being ON, are all cleared. Whenever the actuator parameter settingcommand (“49”) described above with reference to the upper column ofFIG. 25 is received by the game machine manipulation device CT10, anassociated actuator is vibrated in response.

Thus, the game machine manipulation device CT10 switches between thecontroller communication mode and the parameter setting mode inaccordance with the processing procedure illustrated in FIG. 14. In anormal communication mode for a communication with the game machine mainbody 27, when the game machine manipulation device CT10 receives data ofsetting a parameter for an actuator (i.e., dynamic transmission data) inaccordance with the progress of a game with the controller informationacquisition command (controller button information acquisition command)or the actuator parameter setting command from the game machine mainbody 27, the game machine manipulation device CT10 vibrates thespecified actuator (response means 21 and/or 51) in response to thereceived data. Also, in the communication mode, data on manipulations onthe manipulation buttons 14 a-14 d, 16 a-16 d, 19 a-19 d or the analogjoysticks 36, 37 in the game machine manipulation device CT10 aretransmitted from the game machine manipulation device CT10 to the gamemachine main body 27 in accordance with a mode set at this time (digitalcontrol mode or analog control mode), so that a game is advanced inresponse to manipulations of the user in the game machine main body 27and the game machine manipulation device CT10.

In the parameter setting mode, in turn, the game machine main body 27inquires the game machine manipulation device CT10 about information onthe game machine manipulation device CT10 (available modes, informationon actuators, and so on), acquires such information from the ROM and RAMof the game machine manipulation device, and can set a variety of modessuch as a mode for the game machine manipulation device CT10, anactuator parameter setting mode, and so on based on the acquiredinformation.

FIG. 27 illustrates a controller mode setting procedure executed by thegame machine main body 27. The CPU of the game machine main body 27enters the processing procedure at step SP50, and transmits a command(FIG. 15) for setting ON the parameter setting mode to the game machinemanipulation device CT10 at step SP51 to switch the game machinemanipulation device CT10 to the parameter setting mode described abovewith reference to FIG. 14.

Then, the CPU of the game machine main body 27 proceeds to subsequentstep SP52 to acquire information on the controller (a total number ofmodes available to the game machine manipulation device CT10, a totalnumber of actuators, and so on). Next, the CPU of the game machine mainbody 27 acquires a number of controller mode lists equal to the numberof modes possessed by the game machine manipulation device CT10 atsubsequent step SP53. In this way, the CPU of the game machine main body27 can acquire information (information on the modes, the actuators andso on) on the game machine manipulation device CT10 being connectedthereto, sets a mode suitable to the contents of a game played at thistime in accordance with the acquired information at step SP54, andproceeds to step SP55 to switch OFF the parameter setting mode of thegame machine manipulation device 10.

FIG. 28 illustrates a controller actuator information acquisitionprocedure executed by the game machine main body 27. The CPU of the gamemachine main body 27 enters the processing procedure at step SP60, andtransmits a command (FIG. 15) for setting ON the parameter setting modeto the game machine manipulation device CT10 at step SP61 to switch thegame machine manipulation device CT10 to the parameter setting modedescribed above with reference to FIG. 14.

Then, the CPU of the game machine main body 27 proceeds to subsequentstep SP62 to acquire information on the controller (a total number ofmodes available to the game machine manipulation device CT10, a totalnumber of actuators, and so on). Next, the CPU of the game machine mainbody 27 acquires a number of actuator information (including consumedcurrent data) equal to the number of actuators possessed by the gamemachine manipulation device CT10 with the actuator informationacquisition command described above with reference to FIG. 19 atsubsequent step SP63. In this way, the CPU of the game machine main body27 can acquire the information on the actuators (response means 21, 51)disposed in the game machine manipulation device CT10 being connectedthereto, and then proceeds to step SP64 to switch OFF the parametersetting mode of the game machine manipulation device CT10.

FIG. 29 illustrates an actuator (response means 21, 51) current limitprocessing procedure executed by the CPU of the game machine main body27. The CPU of the game machine main body 27 determines whether or notthe value of a current to be applied to each actuator is limited by thecurrent limit processing, when it sets a parameter for each actuator inthe game machine manipulation device CT10 (i.e., when it drives eachactuator). More specifically, the CPU of the game machine main body 27,which has acquired a consumed current required to each actuator(response means 21 and/or 51) in the game machine manipulation deviceCT10 by the actuator information acquisition processing described abovewith reference to FIG. 28, calculates at step SP71 the value of totalcurrents possibly consumed by all the actuators (response means 21, 51)to be driven in accordance with the contents of a game under progress,based on the consumed current data previously acquired thereby. Then, atsubsequent step SP72, the CPU determines whether or not the value oftotal consumed current exceeds a predetermined value. If an affirmativeresult is obtained, this means that if all the actuators to be drivenare actually driven with determined current values, most current islikely to be consumed by an actuator which essentially consumes morecurrent, with the result that an actuator which consumes less currentwould hardly be vibrated.

Therefore, the CPU of the game machine main body 27 proceeds to stepSP73 to execute processing for clipping a maximum value of a current tobe applied to an actuator which consumes more current, in order to limita total current consumed by all the actuators to the predetermined valueor less. In this embodiment, the game machine manipulation device CT10has the response means 21 for generating vibrations by rotating themotor 24 serving as an actuator, and the response means 51 of voice coiltype having a vibrator for generating reciprocal vibrations. In thiscase, a restriction is only conducted to clip a maximum value of acurrent applied to the response means 51 of voice coil type because thevalue of current applied to the response means 51 can be limited by thegame machine main body 27. As this current limit processing, theresponse means 51 may be applied with a current having a waveform(current value data) with a clipped maximum value, such as thosedescribed above with reference to FIGS. 10 and 11.

Thus, the CPU of the game machine main body 27 applies the currentvalues determined at step SP73 for the respective actuators in aparameter setting operation at following step SP74, thereby achievingsuch a current limitation as to generate without fail intendedvibrations from the actuator (response means 21), which essentiallyconsumes less current and generates relatively weak vibrations, whileonly slightly reducing the strength and the amplitude of vibrationsgenerated by the actuator (response means 51) which consumes morecurrent and generates relatively strong vibrations.

Conversely, if a negative result is obtained at step SP72, this meansthat the current need not be limited, so that the CPU of the gamemachine main body 27 applies the respective actuators with thedetermined currents.

For limiting the current, a variety of methods may be used, such as amethod of reducing the amplitude of an entire current waveform, insteadof the method of applying a waveform having a clipped maximum currentvalue. Also, when the game machine manipulation device CT10 is providedwith a plurality of current controllable response means (for example,response means of voice coil type), a variety of limiting methods may beused, such as liming currents to all response means, instead of themethod of limiting a current to the response means which consumes themost current.

FIG. 30 illustrates a communication processing state between the gamemachine main body 27 and the game machine manipulation device CT10 in aprotocol 2.0 mode which permits the game machine main body 27 totransmit a command for inquiring the game machine manipulation deviceCT10 for its functions and a command for setting a variety of modes inthe game machine manipulation device CT10. After the game machine mainbody 27 is powered on, the game machine manipulation device CT10 entersan initial setting mode from step SP82 to step SP88, wherein informationon modes and actuators in the game machine manipulation device CT10 istransmitted to the game machine main body 27 in the parameter settingmode described above with reference to FIG. 14, and a mode andparameters for the actuators are set in accordance with a settingcommand from the game machine main body 27 based on such information.

After finishing the initial settings as above, the game machinemanipulation device CT10 enters a normal mode from step SP91 to stepSP93, wherein the game machine manipulation device CT10 performscommunication processing with the game machine main body 27 to setparameters for the actuators in accordance with the contents of a gameunder progress, transmit information on manipulations of manipulationbuttons or analog joysticks, made by the user, to the game machine mainbody 27, and perform other associated operations. In this normal state,when a request for acquiring information on buttons and joysticks istransmitted from the game machine main body 27 to the game machinemanipulation device CT10, data for setting parameters for actuators istransmitted together with the command to set parameters forpredetermined actuators, so that the actuators can be vibrated.

In this normal mode, if a parameter is to be set for an arbitraryactuator, for example, by software associated with a game, a parametersetting command is transmitted from the game machine main body 27 to thegame machine manipulation device CT10, so that the game machinemanipulation device CT10 can set the parameter for the arbitraryactuator specified at this time.

Also, in the normal mode, if an operation mode (analog control mode ordigital control mode) is specified for the game machine manipulationdevice CT10, for example, by software associated with a game, aparameter setting command is transmitted from the game machine main body27 to the game machine manipulation device CT10 to cause the gamemachine manipulation device CT10 to be in a controller mode switch mode.Then, the game machine manipulation device CT10 proceeds from step SP82to step SP89 to transmit a controller mode list to the game machine mainbody 27, and switches the mode in accordance with a controller modesetting command transmitted back from the game machine main body 27 inresponse thereto. When manipulating the mode change-over switch 38 (FIG.4) disposed on the game machine manipulation device CT10, the gamemachine main body 27 detects this and likewise enters the controllermode switch mode to switch the mode of the game machine manipulationdevice CT10.

FIG. 31 illustrates exemplary communications that are made to switchfrom a protocol 1.0 to the protocol 2.0 mode, to acquisition ofcontroller information and so on, to acquisition of button information,and to setting of actuators. Here, the protocol 1.0 mode is a protocolmode in which the game machine main body 27 does not perform inquiry orthe like to the game machine manipulation device CT10 for its functions,in which case the controller button information acquisition command(FIG. 24) is only set as a command transmitted from the game machinemain body 27 to the game machine manipulation device CT10. In thisembodiment, protocol modes set for the game machine main body 27 and thegame machine manipulation device CT10 support both the protocol 1.0 modeand the protocol 2.0 mode, and the controller button acquisition command(FIG. 24) and the parameter setting command (FIG. 15) are both set ascommands to be transmitted from the game machine main body 27 to thegame machine manipulation device CT10. Thus, when a request forswitching to the protocol 2.0 mode as shown in FIG. 31B is transmittedto the game machine manipulation device CT10 which is operating in theprotocol 1.0 mode in FIG. 31A, the game machine manipulation device CT10enters a controller parameter setting mode as shown in FIG. 31C.Subsequently, as shown in FIG. 31D, a command for acquiringcontroller/actuator information is transmitted from the game machinemain body 27 to the game machine manipulation device CT10 in acontroller setting mode, and controller mode/actuator parameters are setfor the game machine manipulation device CT10.

Then, when a command for terminating the controller parameter settingmode is transmitted from the game machine main body 27 to the gamemachine manipulation device CT10 as shown in FIG. 31E, the game machinemanipulation device CT10 continuously operates in the protocol 2.0 modeas shown in FIG. 31F.

FIG. 32 shows exemplary communications when the controller mode isswitched. When the game machine manipulation device CT10 is operating ina “0004” mode, which is one of controller modes, in FIG. 32A, acontroller parameter setting command is transmitted from the gamemachine main body 27 as shown in FIG. 32B, and a controller mode switchcommand is subsequently transmitted from the game machine main body 27as shown in FIG. 32C, causing the game machine manipulation device CT10to operate in the controller parameter setting mode. Then, as acontroller information acquisition command is transmitted from the gamemachine main body 27 in FIG. 32D, controller information is transmittedfrom the game machine manipulation device CT10 to the game machine mainbody 27. Finally, a command for setting OFF the controller parametersetting mode is transmitted from the game machine main body 27 to thegame machine manipulation device CT10 as illustrated in FIG. 32E, thegame machine manipulation device CT10 receives this command, and beginsto operate in a “0007” mode, which is a new controller mode, as shown inFIG. 32F. As a result, the controller has been switched from the “0004”mode to the “0007” mode.

In the foregoing configuration, when the game machine main body 27receives at step SP101 manipulation data of the game machinemanipulation device CT10, which has been converted into serial data, asillustrated in FIG. 33, data on an operation target representative ofthe contents of a game is compared with the received serial data todetermine whether the two data present a hit state at subsequent stepSP102.

At step SP103, when the data on the operation target matches the serialdata, i.e., when a hit occurs, the operation target, presenting the hit,is displayed on the monitor screen at step SP107, dynamic transmissiondata is outputted at step SP104, and the dynamic transmission data isconverted into serial data which is then transmitted as a particularresponse signal to the game machine manipulation device CT10 at stepSP105. This response signal includes data for specifying one or both ofthe actuators (response means 21 and/or 51) disposed in the game machinemanipulation device CT10, as well as a voltage and a current to beapplied to each of the specified response means and an application time.For the response means 51 out of the specified response means, the valueof current applied thereto is limited as required in consideration of atotal current consumed. This response signal is converted into serialdata, and transmitted from the game machine main body 27 to the gamemachine manipulation device CT10 as data in the fourth byte to the ninthbyte previously shown in the upper column of FIG. 24.

Afterwards, the CPU of the game machine 27 waits for data from the gamemachine manipulation device CT10 at step SP106.

The dynamic transmission data transmitted from the game machine mainbody 27 to the game machine manipulation device CT10 is received by theCPU of the game machine manipulation device CT10 at step SP111 in FIG.34. If it is determined at step SP112 that this data is the dynamictransmission data, the CPU of the game machine manipulation device CT10proceeds to step SP115 to drive the driver 34 (FIG. 13). Then, the CPUof the game machine manipulation device CT10 supplies the then specifiedresponse means 21 and/or 51 with voltages and currents being suppliedfrom the game machine main body 27 for a predetermined time at stepSP119.

Conversely, if it is determined at step SP112 that received data is notdynamic transmission data, the CPU of the game machine manipulationdevice CT10 proceeds to step SP113 to wait for an input or manipulationof a manipulation button or an analog joystick. If an affirmative resultis obtained, the CPU of the game machine manipulation device CT10proceeds to step SP114 to input manipulation data. Then, at step SP115,the microcomputer processing is performed (processing by the CPU).Specifically, in this microcomputer processing, manipulation data isreturned from the game machine manipulation device CT10 in response to acontroller button information acquisition command (FIG. 24) transmittedfrom the game machine main body 27 to the game machine manipulationdevice CT10. The CPU of the game machine manipulation device CT10converts the manipulation data into serial data which is transmitted tothe game machine main body 27 at step SP116, and then proceeds to thesubsequent step SP117 to wait for data from the game machine body 27.

Also, when a parameter setting mode ON command (FIG. 15) is transmittedfrom the game machine main body 27, the CPU of the game machinemanipulation device CT10 receives this command, and then transmits tothe game machine main body 27 information on the game machinemanipulation device CT10 itself (information on available modes in thegame machine manipulation device CT10, the actuators possessed by thegame machine manipulation device CT10, and so on) in the microcomputerprocessing at step SP115. Further, the CPU of the game machinemanipulation device CT10 can set a variety of modes (digital controlmode, analog control mode) and parameters for the actuators inaccordance with a mode setting request and a parameter setting requestfrom the game machine main body 27.

Thus, according to the foregoing configuration, by transmitting aparameter setting command (FIG. 15) from the game machine main body 27to the game machine manipulation device CT10, it is possible to inquirefunctions of the game machine manipulation device CT10 connected to thegame machine main body 27 and to set a mode in the game machinemanipulation device CT10 and parameters for the actuators. Therefore,when any of various game machine manipulation devices is connected tothe game machine main body 27, the game machine main body 27 canreliably determine functions of a game machine manipulation device beingconnected thereto, so that the game machine main body 27 can transmitcommands suitable for the connected game machine manipulation device tocorrectly operate the respective actuators in the game machinemanipulation device.

While the foregoing embodiment has been described for the game machinemanipulation device CT10 which is equipped with the response means 21for generating vibrations using a motor 24 and a response means 51 ofvoice coil type employed as actuators, the present invention is notlimited to such particular means. Alternatively, any number of responsemeans and a variety of combinations thereof can be applied foractuators. For example, a plurality of response means of voice coil typemay be provided, a response means of motor type for generating low speedvibrations may be combined with a response means of motor type forgenerating high speed vibrations, and so on.

Also, in place of response means for generating vibrations, those forgenerating light and those for generating sound may be used.

Further, while the foregoing embodiment has been described for thesingle game machine manipulation device CT10 connected to the gamemachine main body 27, the present invention is not limited to theone-to-one connection. For example, a connection technique referred toas “multi-tap” may be used to connect a plurality of game machinemanipulation devices (for example, four) to the game machine main body27, such that the game machine main body 27 may inquire functions foreach of the connected manipulation devices and set a mode and parametersfor each of the connected manipulation devices.

In this case, by using the communication continuation command describedabove with reference to FIG. 21, it is possible to transmit data whichoverflow in one communication session.

In this way, when a plurality of game machine manipulation devices areconnected, a consumed current will be increased for driving actuators(response means) in all the game machine manipulation devices. In thiscase, however, the consumed current can be effectively limited withoutdeteriorating vibrations of required actuators by limiting a currentvalue to certain actuator(s) by the current limit processing describedabove with reference to FIG. 29.

Also, in the foregoing embodiment, a current consumed by the responsemeans in the game machine manipulation device is fetched into the gamemachine main body 27 as consumed power information, such that the valueof a current applied to a response means is limited in accordance withthe information. The present invention is not limited to this particularmanner of controlling a current value. Alternatively, a variety of formssuch as a combination of a current and a voltage, voltage values, and soon may be applied as control parameters for electric power informationand the response means.

Industrial Applicability

In a game apparatus, game machine manipulation device, game system, andinteractive communication method, the invention can be utilized for thecase of connecting a variety of game machine manipulation devices havinga variety of functions to a game machine main body.

What is claimed is:
 1. A game apparatus having a reproducing functionfor a recording medium and having bidirectional communication means forreceiving data of manipulations performed by a plurality of manipulationmembers from a game machine manipulation device and for transmittingpredetermined control data to said game machine manipulation device,wherein: function information regarding a function of said game machinemanipulation device is fetched, the function information being stored ina nonvolatile storing means possessed by said game machine manipulationdevice and the function information being able to be set from said gameapparatus, and said function of said game machine manipulation device isset based on said function information.
 2. The game apparatus accordingto claim 1 wherein: said function information includes identificationinformation of said game machine manipulation device.
 3. A gameapparatus according to claim 1, wherein: said function informationincludes information representing one of an analogue mode and a digitalmode, which are communication control modes for said game machinemanipulation device, and said game machine manipulation device is set toone of said analogue mode and said digital mode.
 4. A game apparatusaccording to claim 1, wherein: said function information includes one ofoperation information and pause information for a communication controlmode switching manipulation member of said game machine manipulationdevice; and said function information is selectively set on said gamemachine manipulation device so as to set said communication control modeswitching manipulation member of said game machine manipulation devicein an operative state or in a pause state.
 5. A game apparatus accordingto claim 1 wherein: a function represented by said function informationis transmitted as an exclusive command for setting a function of saidgame machine manipulation device at an arbitrary timing.
 6. A gamemachine manipulation device being connected to a game apparatus andhaving bidirectional communication means for transmitting data ofmanipulations performed by a plurality of manipulation members to saidgame apparatus and for receiving predetermined control data from saidgame apparatus, wherein: a nonvolatile storing means is provided tostore function information regarding a function of said game machinemanipulation device, the function being able to be set from the gameapparatus, said function information stored in said nonvolatile storingmeans is transmitted to the game apparatus in accordance with aninformation request command from the game apparatus, and the function isset by the game apparatus which receives the function information.
 7. Agame system comprising a game machine manipulation device beingconnected to a game apparatus and having bidirectional communicationmeans for transmitting data of manipulations performed by a plurality ofmanipulation members to said game apparatus and for receivingpredetermined control data from said game apparatus, said game apparatushaving a reproducing function for a recording medium and havingbidirectional communication means for receiving data of manipulationsperformed by a plurality of manipulation members from said game machinemanipulation device and for transmitting predetermined control data tosaid game machine manipulation device, wherein: said game machinemanipulation device is provided with a nonvolatile storing means wherefunction information regarding functions of the game machinemanipulation device which are able to be set by the game apparatus isstored, and transmits the function information to the game apparatus inaccordance with an information request command from the game apparatus,and the game apparatus transmits the information request command to thegame machine manipulation device, fetches the function information basedon the information request command from the game machine manipulationdevice, and sets a function of the game machine manipulation devicebased on the function information.
 8. A game system according to claim7, wherein: said function information includes information representingone of an analogue mode and a digital mode, which are communicationcontrol modes for said game machine manipulation device, and said gamemachine manipulation device is set to one of said analogue mode and saiddigital mode.